Why kinematic body leas through the static body? (SOLVED)

Hi everyone, I am working on my player controller and decided to use Kinematic body for it. But now, when player is falling, instead of stopping on the static object, it leaps through it and keeps falling after it is under the static body:


And this is the output it gives for collision messages

DEBUG:SCRIPT: collision
DEBUG:SCRIPT: mass	 : 	inf
DEBUG:SCRIPT: other_mass	 : 	inf
DEBUG:SCRIPT: other_id	 : 	hash: [/scene]
DEBUG:SCRIPT: own_group	 : 	hash: [player]
DEBUG:SCRIPT: group	 : 	hash: [solid]
DEBUG:SCRIPT: other_position	 : 	vmath.vector3(3, 0, 3)
DEBUG:SCRIPT: other_group	 : 	hash: [solid]
DEBUG:SCRIPT: distance	 : 	1.7800010442734
DEBUG:SCRIPT: position	 : 	vmath.vector3(0, 2.7800011634827, 0)
DEBUG:SCRIPT: normal	 : 	vmath.vector3(-0, -1, -0)
DEBUG:SCRIPT: relative_velocity	 : 	vmath.vector3(0, 1.1999979019165, 0)
DEBUG:SCRIPT: applied_impulse	 : 	0
DEBUG:SCRIPT: life_time	 : 	0
DEBUG:SCRIPT: collision
DEBUG:SCRIPT: mass	 : 	inf
DEBUG:SCRIPT: other_mass	 : 	inf
DEBUG:SCRIPT: other_id	 : 	hash: [/scene]
DEBUG:SCRIPT: own_group	 : 	hash: [player]
DEBUG:SCRIPT: group	 : 	hash: [solid]
DEBUG:SCRIPT: other_position	 : 	vmath.vector3(3, 0, 3)
DEBUG:SCRIPT: other_group	 : 	hash: [solid]
DEBUG:SCRIPT: distance	 : 	0.98000007867813
DEBUG:SCRIPT: position	 : 	vmath.vector3(0, 0.98000001907349, 0)
DEBUG:SCRIPT: normal	 : 	vmath.vector3(-0, -1, -0)
DEBUG:SCRIPT: relative_velocity	 : 	vmath.vector3(0, 108.00005340576, 0)
DEBUG:SCRIPT: applied_impulse	 : 	0
DEBUG:SCRIPT: life_time	 : 	0

This is the static collision:


And this is the player:

The solution is probably something obvious but I could not figure our what may be the problem (tried using fixed update and some other things but did not help)

It’s a bit hard to see in the video, but the size of the static collider is reasonable? No scaling of the box? What about the physics scale in game.project? How are you resolving the collision?

1 Like

Yes, that was it. Thank you!
I keep forgetting about not setting object size too small and end up with small collision shapes :sweat_smile: